This report summarizes the local Dreamcast rendering/tooling fork work since the recorded clone baselines. It is written for maintainers of the Dreamcast raylib/GLdc ecosystem who need to understand what changed, why it changed, and which parts are broadly reusable versus downstream integration glue.
The short version: the forks move the Dreamcast path away from many tiny immediate-mode helper submissions and toward fewer, larger, state-coherent array submissions that GLdc can process through its fastest paths. A small offline mesh format (.dcmesh) was added to pre-stripify static model geometry. GLdc was instrumented and tuned around the same fast path assumptions. SH4ZAM support exists, but the TODO plan correctly treats it as incomplete and in need of a staged follow-up.
The Dreamcast rendering stack used here is: